LRF modules

Just a random idea to make LRF modules working also for weapon.

ifZ1szG.jpg

These two >> it would require time tweak but should be fun  :006j:

 

… Why does no one listen? If you make Tachyon Charge work for weapons then it’s like an AimAssist that a still requires skill. Like prenerfed A1MA but way more balanced.

Scrap this idea and give A1MA the properties of increasing main weapon projectile speed.

I still voted +1 btw

Da problem with A1MA was while using Ions… other weapons were w/e

speed up would be like 2x energy speeds >> wouldnt call that autoaim 

I think we are having a bit of miscommunication. Correct me if I’m wrong though.

What I ment was that instead of being an aimbot (like generation1 A1MA) or a pseudo pulsar (like gen2 A1MA) we should change the function of A1MA yet again so it increases projectile speed for kinetic and plasma projectiles and increase damage output for thermal weapons (calling this new A1MA gen3). Much like one of those Jerry implants.

Having this as the benefit more accurately describes aim-assist as it does not hit for you but actually assists in aiming. It becomes easier to hit your target using kinetic and plasma weapons and for thermal weapons if you do hit the your target it does more damage. It still requires you to put in effort to aim.

I suggested this in my “Heavy Gunship” post ages ago. I think it’s a brilliant idea.

sometimes i predict i will use the sniper weapon so i activate those modules, while i still use my main guns. this would totaly mess it up. and since i dont just sit on my arse at spawn and spawn torps over ridiciolus distances, i basicly rely on those modules… and that one shot from main guns doesnt really sound very useful… if using positron perhaps…a bit, but some use coil mortarts…that would mean one bullet then. one bullet rushing ahead of all the rest… lol it would look funny yes, but no.

Tillo probably means the the module functions the same way when using a special module but when using main weapons the effects last the total duration. Then he says to tweak the length so it’d be balanced.

Just a random idea to make LRF modules working also for weapon.

ifZ1szG.jpg

These two >> it would require time tweak but should be fun :006j:

fun

But you said “fun != trololol” recently on another thread. Could this be an attempt to trololol us even more with your positrons? o.O

But you said “fun != trololol” recently on another thread. Could this be an attempt to trololol us even more with your positrons? o.O

I use coils now.

They are fun.

Not trolololo

Positron already one hits most Intys. Give it 172% projectile speed?

 

I don’t often emoticon, but I :fed014: your post.

Positron already one hits most Intys. Give it 172% projectile speed?

 

I don’t often emoticon, but I :fed014: your post.

I dunno what game you’re playing, but it sure ain’t Star Conflict.

 

 

Just a random idea to make LRF modules working also for weapon.

ifZ1szG.jpg

These two >> it would require time tweak but should be fun  :006j:

If they apply to main weapons, it couldn’t be on a per-projectile basis, since lasers have none, heavy blasters deal like no damage with one projectile, and positrons deal too much with one projectile. Maybe a toned down effect that happens over time, like a 5 second small boost to damage or projectile speed. Or for lasers, damage or heating rate.

If they apply to main weapons, it couldn’t be on a per-projectile basis, since lasers have none, heavy blasters deal like no damage with one projectile, and positrons deal too much with one projectile. Maybe a toned down effect that happens over time, like a 5 second small boost to damage or projectile speed. Or for lasers, damage or heating rate.

 

Maybe something along these lines (will still include the bonuses for disintegrator as stated by the current description).

 

Tachyon Charge: Increases projectile speed of main weapons by 172% for X seconds: Increases damage rate of beam cannons by 17.2% for X seconds.

This would make positrons, coils, and heavy blasters have faster projectile speed for a few seconds, and to include beam cannons, make their damage ping faster (faster fire-rate).

 

Weapon Overcharge: Increases main weapon damage by 34.3% for X seconds.

 

Just increase the cool-down times for these modules significantly to balance them.

I dunno what game you’re playing, but it sure ain’t Star Conflict.

Obviously I exaggerate, but truthfully by very little.

Obviously I exaggerate, but truthfully by very little.

I suppose. Still, usually takes three shots, at least, assuming no EB.